TheGreenGunner

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About TheGreenGunner

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  1. TheGreenGunner

    Invisible stage hazards

    These map hazard clouds have been invisible for me for some time prior to this hotfix. It might have been when I tried turning things off for performance in Orb Vallis, or it might have simply started when Fortuna arrived. Not sure.
  2. Overall: "Solid". Just about right, not too great, not bad. - Seems that Quick Thinking is required to benefit from her passive; otherwise it's just too difficult to benefit from. Not that that's necessarily a bad thing, but on the other hand, how many players will have Quick Thinking on-hand when they get Garuda? It's a nice touch, at least, that her base polarities fit Quick Thinking + Flow perfectly, and that she has high base armor, making Steel Fiber an easy choice (Umbral Steel Fiber preferably, of course). Her 1: is quite useful - but requiring an enemy to be present makes it a bit more situational than Volt's shield. When enemies abound, though, *very* handy. Ample built-in range. Feels a bit action-intensive to make consistent use of. - The blood orb thing is ugly...a thing of nightmares. Yeah, okay, when charged up it's a Nova-Antimatter-Drop-esque explosion that works pretty well at clearing out 1 mob of enemies in the tile, but, it feels like Garuda walked out of Dead Space or something. (The flesh-crawling sound...ewww....) Her 2: resembles Inaros' 2, except that you don't have to hold X to heal (but in return, don't benefit from full immunity while healing). Pretty straightforward, manages to look/feel different enough. The range is a bit wanting. Granted, I haven't gotten her to 30 yet, but even so, the range is quite small compared to (somewhat) similar ablities in Oberon/Frost/Hydroid's kits. Her 3...unusual 'blood warlock' style of ability. This is where I feel "Quick Thinking" is *required* to see the benefit of using this at all, otherwise you're much better off slotting a Rage/Hunter Adrenaline instead and keeping your HP up. Certainly, you can *try* to ride that knife-edge of losing most but not all of your HP, but with enemies being as varied, wonky, and wild as they are, I don't think that's too smart. (Though I reckon a Redirection + Adaptation might work alright, I highly doubt it'd get you as far as Quick Thinking + Flow + Steel Fiber.) Her 4: Not terribly intuitive, and somewhat difficult to gauge what the expanding reticule means unless you read about the ability on the wiki. Takes a little long to charge up. That being said, once you get the knack of it, *wow* is that powerful. Probably the highest-range AOE in the game (though, it's aimpoint-directional outside of 60m)? All slash proc damage to boot, and it *also* adds the 'Garuda Marks' that, with the help of some Strength modding, guarantees (more) slash procs? Garuda won't be having problems with enemy scaling any time soon, that's for sure.... In general, I don't think she's the quickest frame for killing things; using the 4 takes time (and the slash procs take time to kill), and using it often means you must wisely manage your energy, albeit that she's been given the tools to do so. Her 2 and 3 don't impact crowd-clearing at all (though, sure, you can lock down a bombard with the 2), and her 1 also takes significant time (and energy-risk) to use (while also denying you protection for a few moments, which can be critical). If you can keep her passive consistently 'charged' with Quick Thinking in use, though, she makes for a good "Gun-kata" platform, particular for leveling guns, with her abilities there to supplement. __ All in all, I'm not sure if there's a specific 'role' I would assign to Garuda other than "deals damage and (with the right mods) is very difficult to take down". She stands out as a frame that can consistently keep up with enemy scaling - I actually took her into a Kuva Flood with no potato, no forma, at level 23, and did surprisingly well, wasn't downed even once (granted that I had a little help with a rivened Prisma Grakata and an Atterax, but I digress). - There's a notable lack of 'team' play with her kit. Her 2 requires significantly more range, I feel, to be useful for that. On the other hand, nobody else needs to really worry about you going down, so long as you don't stop using your abilities. (As I've said about her 1, she's action-intensive.) __ p.s. Does she really need the talons? We already have Valkyr for that, and like...even if her talons are pretty good for a claw weapon, they won't be replacing whips or polearms without *significant* mobility increases to the stances, a problem that stands out for basically anything that's not a whip or polearm, in my view. At least Valkyr can use both at the same time. They look kind of like a Warfan, you know...or like they could be used in the same style as a Tonfa....
  3. TheGreenGunner

    Vega Toroids don't drop

    You're entirely missing the point. Statistical analysis of "random" number chains has muck-all to do with user experience as relates to RNG-gating. This Toroid drop chance stuff is nonsense. I've just spent a long while killing very possible enemy around the Spaceport, have not gotten a single Toroid. How am I supposed to construct Garuda if the ingredients are effectively impossible to get? I should not have to sit and farm and reload the map for days on end just to have a CHANCE at obtaining what is required. edit: Okay, funny - as though to spite my complaining, on my way out of the Spaceport after typing this out, more enemies spawned and at long last ONE Vega Toroid appeared.... Nonetheless my complaint about RNG-gating still stands.
  4. Just want to chip in here to point out, a lot of the complaints here about MOA also apply in similar fashion to the rest of the companions available in the game. Would be nice to see changes towards improving them, too.
  5. TheGreenGunner

    Holy Staggers & Knockdowns Batman

    "Too many stuns/knockback" is a complaint that applies to *all* of the game, really. For those who aren't aware, though, Wyrm's precept for protecting you from status effects also serves to block these stuns/staggers. Once I found that out, Wyrm Prime quickly became my favorite companion....
  6. TheGreenGunner

    Fortuna Daily cap - The ultimate fun block

    Yeah...add me to the list of people unhappy with the daily cap applying to missions. I strongly dislike arbitrary grind inflation. We have more than plenty "hurry up and wait" in dealing with the Foundry. We do NOT need more of that in dealing with Syndicates, especially when the Syndicates already unfairly rob us of hard-earned credits and resources and call that a "reward".
  7. TheGreenGunner

    Dev Workshop: Riven Disposition Changes

    That's...not true. Look again at the full list of changes, and go back through this thread and see for yourself how many people are questioning many of the changes to these weapons that "nobody uses". That said...I'll kinda agree that rivens do highlight what's wrong with Warframe: there is a total lack of formulaic core balance, and this root problem causes a whole lot of painful symptoms. __ I just explained to you why 'more challenge' is impossible to obtain. The game is already too far imbalanced to do so. That's readily apparent when EVERY boss *has* to have invulnerable phases or else becomes a joke like The Sergeant is. Again, you're entirely missing the point when you say things like "noob compared to a veteran". That's neither here nor there. You're just another one of the victims of the Blizzard World of Warcraft power fantasy fallacy. The harsh reality is that Blizzard doesn't know what they're doing, and that the 'power fantasy' is one of the very worst things to design a game around. It's not about veterans using a Mk 1 Paris. p.s. Dismissing everything I've told you as "vague" or "fancy words" isn't an argument. And here again, you've got the wrong of it. Weaker weapons don't exist for "new players to get used to lower content". That's completely got the cart before the horse. The new players have these weaker weapons and weaker content because the game has a horridly inbalanced power fantasy going on. There shouldn't *be* a "bad gear" vs "good gear" dichotomy going on. What it should be is "which of these different yet all effective choices do I like best for the particular bit of content I'm about to engage in?" THAT would be interesting. That would be a fun choice to make. Far more so than "well, I brought high level gear so I win again, woopdeedoo". ___ I'm going to say one more thing before leaving this thread, and this is for you, DE. Rivens were a mistake. Whatever the intentions, what's been accomplished is merely giving players yet another way to extend the power gap, and make all the pre-existing balance problems even worse. It's possible you can salvage something out of it; you could potentially use it as one more lever to bring parity to the many weapons we can use, for instance. But even ignoring the issues of balance and stats, there's many things about Rivens that aren't right. There's far too much RNG (RNG to obtain, RNG on what weapon it will turn out to be, RNG on what the stats are, RNG on what the stats might become - none of that RNG should be there); there's no agency given to the player - no control over the result (imagine the ways we players could experiment if we could pick and choose the stats we wanted? for instance, I'd want to see how well status chance affects many weapons as opposed to, say, raw damage & multishot).And it takes a rather ponderous amount of investment of time/resources just to keep pulling that lever. Combine that with having no regulation for trading - no centralized index of offers for buying/selling, forcing players to rely entirely on third party tools to achieve some kind of standard - and you get the current mess we have now...and the outcry any time you so much as touch one of those levers affecting this house of cards you've constructed. What you choose to do from this point onward, I'm not sure I can help advise with; I just hope my perspective helps expose that house of cards for what it is and thereby helps you decide what best to do with it.
  8. TheGreenGunner

    Dev Workshop: Riven Disposition Changes

    I mean, that bit in bold right there is a great argument for why balance is in fact so important, you know?
  9. TheGreenGunner

    Dev Workshop: Riven Disposition Changes

    This was actually prior to my last response in this thread, but I want to answer this one. It's not about "your" Rubico being powerful. It's about imbalances creating a domino effect of other imbalances. Baseline weapons in this game are *not* balanced well. The mod system is so wildly chock-full of power-inflation, that it doesn't just take those imbalances and multiply them, it does so at an extraordinary exponential level. In order to counteract this power gap, we've gotten armor & enemy scaling that is all but out of control. It's made boss encounters one of the most commonly complaints of the game, because of the difficult of creating a challenging encounter with such massive power gaps and inflation going on. It's why we have so many "invulnerability" phases. It's why the Eidolons can only be taken down with the help of Operators. The balance of a game is the long-term health of the game. The more imbalances there are, and the longer they sit without attention being paid to correcting them, the deeper the rabbit hole will get, the longer the chain of dominoes will grow, and the worse future content will be for it. And boy howdy, are there a lot of imbalances in Warframe right now. Not that I'm saying this change really changed much. I think it did help but only in a quite minute way. __ I mean, from the moment I learned about it I recognized it for what it was; it's a slot machine that pretty much has the same flashing neon lights as any piece of junk found littering the floor of any given casino. If DE actually said they don't want to do that, well, they've got a lot of work to do to live by those words. __ Incidentally, I have a fetish for the Karak - not because it's much good, but (and this references my first post in the thread here) because it just *feels* nice to use.
  10. TheGreenGunner

    Dev Workshop: Riven Disposition Changes

    I don't understand this post and the many others like it in this thread. That's how market economy works, people. You threw your money at a very thinly veiled lottery machine married to an unregulated auction house. You shouldn't be surprised that you're the one that has to bite the bullet when something bad happens to that investment. There's a reason why many people try to teach their kids early on that gambling is not a good idea. They've either already learned the hard way themselves, or seen someone else do it. It's also why financial advisors won't tell you to throw your life savings into the stock market. It's a gamble. You win or lose based on factors not under your control. (Which is why much wiser, safer forms of investment exist instead.) The real complaint you should all be making here is that the fact this thinly veiled lottery machine exists in the first place - and that there's no regulation going on with player trading. If even Runescape can do it, so can Warframe.
  11. TheGreenGunner

    Fortuna: Hotfix 24.0.1

    Eh? Why, though? You guys didn't opt to make a rule like this for (Primed)Charged Chamber? Any pistol has to give up a mod slot to benefit from it.... edit: Disclaimer: I don't even own the Knell at the moment, and I'm not likely to change that if this change sticks. The ammo-gimmick is far too inconsistent to be worthwhile without Carrier or this mod, and if this mod ain't gonna work with it, then I ain't gonna bother; I already have too many guns that 'need' Carrier to be worthwhile.
  12. TheGreenGunner

    Dev Workshop: Riven Disposition Changes

    Good point! It's been so long since I surpassed MR-requirements for weapons that I plumb forgot about that...that's an important factor affecting weapon usage, as well!
  13. TheGreenGunner

    Dev Workshop: Riven Disposition Changes

    Some of these do seem strange. Overall the changes seem to normalize Riven stats across the board a bit...so I think that's a good thing. But...I can't help but feel that Rivens were a mistake where balance is concerned. Additionally, I want to be a voice of caution against basing Riven stats *purely* on usage statistics. There's many things that go into why people use the weapons they do - much of it has nothing to do with statblocks, but rather with the "feel" and "consistency" of a weapon, and whether there's a Prime/Prisma version of it available. For example: The Ignis is a one-of-a-kind weapon that makes crowdclearing and map looting much easier. People don't pick the Ignis because of its statblock. The Akmagnus, hardly anybody uses currently because it's not Prime/Prisma. If there's going to be a better version in the future, investing forma/potatos on this would become a complete waste. (e.g. Pyrana, Rubico....) The Soma, people still use this - in spite of the horrid disposition, which got a little bit less horrible with this update - for the consistent accuracy and resultant consistent "feel" of the gun. I bet most folks acknowledge that the statblock (particularly status chance) is inferior to other automatics like the Prisma Grakata, Tenora, or Supra Vandal. Speaking of the Tenora, it again has the "not Prime/Prisma" aspect. People are uncertain as to whether these 'Warframe-themed' weapons will or will not get superior versions in the future. This applies to the Astilla as well to a certain extent, but the Astilla has a very good "feel" to it and has decent crowd-control capability, despite not really having the best statblock & also having pretty terrible ammo effiiciency. Like, I could go on and on about many of the weapons on the list here...I have mastered them all and keep a fair share of them (and have collected Rivens for a fair number of them too), so I am familiar with all of this. The point here is that "Disposition" needs to take these more 'intangible' aspects into account, and perhaps focus more upon the raw statblocks of the weapon in question than upon its usage statistics. (That or you could, like, do another balance pass or two...do you realize how long it's been since I've wanted to use a Braton...?)
  14. TheGreenGunner

    Chimera: Hotfix 23.10.5

    Uh, why lock the auto-install button to MR10+ players? This is the first time I've ever seen a level-gated QOL feature. It's not *that* hard for low rank players to find Ayatan stars, guys, and quite unlikely that they would be 'jipped' hitting the button on 'accident, seeing as this is the only purpose for Ayatan Stars in the first place.... (Yes, you can trade them to Maroo, I know. But that's much less efficient and especially undesirable now that Arbitrations are here....)
  15. Taking twice as long to hit each part of the rotation is...dreary, especially for Survival. If it's supposed to scratch a "sit in this endless mode and see how far you can go" itch that ESO failed to get, fine, but please don't make things twice as grindy for such a reason.